This guy also coded some Granny supporting stuff:
http://www.codesuppository.blogspot.com/
Important information: this site is currently scheduled to go offline indefinitely by December 1st 2023.
If you wish to donate to attempt the preservation of tools and software somewhere else before it goes down, check the GoFundMe
If you wish to donate to attempt the preservation of tools and software somewhere else before it goes down, check the GoFundMe
Search found 643 matches
- Sun Jan 20, 2008 1:35 am
- Forum: 3D/2D models
- Topic: granny engine .gr2 question
- Replies: 89
- Views: 65996
- Sat Jan 19, 2008 7:46 pm
- Forum: Game Archive
- Topic: .wz archive
- Replies: 515
- Views: 227648
- Fri Jan 18, 2008 4:56 pm
- Forum: Game Archive
- Topic: Test Drive Unlimited (PC) support for .db .map .3dg
- Replies: 10
- Views: 5494
- Thu Jan 17, 2008 9:25 pm
- Forum: Graphic file formats
- Topic: Messed up looking textures/images?
- Replies: 3
- Views: 1945
- Mon Jan 14, 2008 11:34 pm
- Forum: Old posts
- Topic: Outcast .pak archives(completed)
- Replies: 0
- Views: 3113
Outcast .pak archives(completed)
uint magic[4]; uint NumFiles; struct Entry { uint namelength; char name[namelength]; uint offset; uint size; uint size_decompressed; } entries[NumFiles]<optimize=false>; All data is compressed using the PKWare Data Compression Library. You can find decompression source code on the web. The first tw...
- Mon Jan 14, 2008 7:37 pm
- Forum: Tutorials
- Topic: Any other tutorials like "Guide To Exploring File Forma
- Replies: 64
- Views: 31767
- Mon Jan 14, 2008 6:22 pm
- Forum: Game Archive
- Topic: Test Drive Unlimited (PC) support for .db .map .3dg
- Replies: 10
- Views: 5494
struct Name { string name; }; char magic[4]; // XMBF uint uk1; // = 257 uint uk2; // = 28 uint Part2Offset; // Offset of data following the names at the start (with padding) uint uk4; uint uk5; uint uk6; //Name names[100]; // some strings, couldn't find any value holding the number of strings FSeek...
- Mon Jan 14, 2008 11:50 am
- Forum: 3D/2D models
- Topic: need help with DK2 models
- Replies: 25
- Views: 13606
- Mon Jan 14, 2008 8:39 am
- Forum: Game Archive
- Topic: "The Outforce" .box files.
- Replies: 40
- Views: 13791
What I'd love to find is a copy of the console commands and how to get into the built in map editor in The Outforce. Why don't you ask once more in the game's forums? Besides that, if you already know a command, try to search for it in the game's exe with a hex editor, with some luck you also find ...
- Mon Jan 14, 2008 7:59 am
- Forum: Tutorials
- Topic: Any other tutorials like "Guide To Exploring File Forma
- Replies: 64
- Views: 31767
- Fri Jan 11, 2008 9:31 am
- Forum: 3D/2D models
- Topic: .o3d format conversion help.
- Replies: 21
- Views: 14466
You are the 3D model format god!fatduck wrote:Your post above didn't help me! But I had figured the format out already!![]()
Would you mind having a look at this thread? viewtopic.php?t=2546
We already collected some information, but some stuff is still missing.
- Thu Jan 10, 2008 1:41 am
- Forum: Graphic file formats
- Topic: Namco Tales of Eternia Online files...
- Replies: 10
- Views: 3913
- Thu Jan 10, 2008 1:22 am
- Forum: Graphic file formats
- Topic: Namco Tales of Eternia Online files...
- Replies: 10
- Views: 3913
I doubt that data is filenames. Just look at those 12 bytes that are always the same. As well I think it must be like that: struct FirstEntry { uint offset; byte SHA1[20]; uint filesize; } firstEntry; struct Entry { uint pointerUnknownZone; uint offset; uint filesize; byte SHA1[20]; }entries[numFile...
- Wed Jan 09, 2008 10:49 pm
- Forum: Graphic file formats
- Topic: 16-bit palette (a small problem).
- Replies: 3
- Views: 2007
- Mon Jan 07, 2008 7:36 pm
- Forum: Game Archive
- Topic: new AION .pak file format.need help!
- Replies: 131
- Views: 80475
